(New Character) Kuroi Inazuma
May 13, 2017 15:59:37 GMT -7
Post by Kuroi on May 13, 2017 15:59:37 GMT -7
Name: Kuroi Inazuma
Blood Limit: none
Height:6’5”
Weight: 230 lbs
Age: 17
Gender: Male
Alignment: Neutral Evil
Birth Country: Land of Lightning
Village: Hidden Cloud Village
Special: Ninjutsu Specialist, Taijutsu specialist, Genjutsu non-specialist, Clan non-specialist
Apparel
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Robe
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each..
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Shirt (Black)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Handwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Primary:
Black Kodachi
Sword, Short (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Wire (Overview)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Chain (Overview) (8m)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: A connected flexible series of metal links used for fastening or securing objects and pulling or supporting loads.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,250 Ryo per Bundle, 350 Ryo per Meter
Secondary:
Kunai (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Shuriken, Hira (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Caltrops (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Marbles (Small) (Overview) (1 slot)
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
Seeker Mine
Rank: "B"
Type: Secondary, 15 per Slot, Gadget, Mechanical, Mine
Effect: An electronic device housing Alchemical Pouches. The mine activates when a hostile is in range and chases the target.
Special: ---
Drawback: ---
Description: Picture Picture A housing container for Alchemical Pouches. The device is a sphere container with a detonator inside. On the side of the electrical device is a button, when pressed it primes the pouch and can sit and wait. The mine activates when a hostile is in range (30 meters) and chases the target for up to 2 rounds. Device chases by rolling on the ground at a rate of 5 meters per second. The device will detonate once it reaches maximum impact possibility. Detonation type depends on the Alchemical Pouch. To activate user must press the side button to prime the detonator before releasing it. The sensors is incapable of distinguishing between friend nor foe. Sensors however may be programmed to memorize the user's movements with a Difficult Technician Skill Check.
Limit: These items may be bought inside any Gadget Shop.
Cost: 7,500 Ryo per Slot, or 500 Ryo Each
Sonic Emitter
Rank: "S"
Type: Secondary, 15 per Slot, Gadget, Mechanical, Emitter
Effect: The Sonic Emitter sends out a high-pitched wailing sound to destroy windows or attract people within earshot.
Special: ---
Drawback: ---
Description: A small circular device that is the size of a pouch. The device can stick on any surface if needed. The Sonic Emitter has 2 settings; 1st setting is used against windows. When attached to a window it releases a high pitched sound that vibrates through the window. It takes 3 seconds to shatter the window from the high pitched sound/vibration. The pitch is so high that anyone within 20 meters of the device will become deaf from and nauseas for 1 round after the window shatters. 2nd setting releases a distractive sound to try and lure anyone within ear's reach.
Limit: These type of items may be bought inside any Gadget Shop with a 20% chance.
Cost: 12,000 Ryo per Slot, 800 Ryo Each.
Personality:
Kuroi Inazuma is a wary character so he often comes off as anti-social, but he is just much too lazy to be bothered with relationships of any form. He rarely views others as his equal so he often secludes himself from the others to avoid the baggage. He never feels the need to respect anyone else, but he won’t mind submitting to those who hold more power. He is strategic to understand his place and slowly grow above the ones above himl. He never really seen the value of anything, but his personal aspirations. He has what most would describe as a twisted perception because he openly values himself above others while he believes other values themselves above others in secret.
He is very simple he wouldn’t consider anything happening to others whether it be good or bad to any importance. He sees it as good or bad luck even if he is the one to commit the grievances. For instance if you irk him on a bad day, well that’s your misfortune. A misfortune that could have been avoided of course, but a misfortune nonetheless. He can kill, but rather not deal with the repercussions so he relaxes and keeps his distance.
While he is lazy he is a very determined to stay a cut above the rest. He understands that hard work in private will save public humiliation and more and importantly he won’t have to listen to many others because they’ll be much too weak to compete. His laziness is under the same idea of a household that is kept clean won’t have to get cleaned and will only need slight adjustments. For this reason he may be found in certain areas training alone. His gift has never stopped him from working hard to increase his abilities.
Appearance:
Kuroi has a light brown complexion. His eyes are hazel, reminiscent of a coffee much to sweet. He has a triangular face paired with rather small ears and very acute eyes. He has two slashes in his eyebrows going left diagonally. Hisl workouts has kept him relatively built and muscular. He keeps his hair tied into tight, but smooth box braids that fall to about his hair in a jet black color. He keeps the ones in the front shorter so they won't interfere with his eyesight. He keeps golden hair clips on them.
He wears a white robe coat adjusted with slight markings of red lightning and under he wears a short sleeve black T-shirt. He wears pants at all times unless he is getting in the water or doing training with it. His wrist to his hands are wrapped but he keeps his fingertips open similar Rock Lee. Otherwise even on a boiling hot day he will wear pants with a leg pouch attached. He prefers to wear black, but will wear white pants on a hotter day. He wears the standard shoewear found for all nin.
If he has to go for a mission he wears a black flak jacket.He doesn’t have a forehead protector yet, but once he does he plans to keep it on his left arm. Though if he is getting serious he will put it on his forehead. He may also wear fingerless black gloves on a mission. He has drawn the ying-yang inside of the shoe to represent complete balance. He also did this so he knows which one is his left from his right.
He has keeps a Black Kodachi on his back. It has his last name “稲妻” inscribed in white on the left slide starting at the guard. The guard has two wolves with appearance of following each other and outlined with metal. The grip is a standard diamond design made of cotton. The sheath is a very lustrous black with gold finishes at both ends.
Background:
Born into a single parent household after his mother passed from childbirth. With his father always working in construction it was often him alone growing up. During the first years he was slightly malnourished due to his father not being able to physically be there for him and having to focus on work. So after this he was sent to live in the dojo and his father would periodically send him the necessary money to continue to live there in peace. With this new change Kuroi began to grow very fond of the teachers and his peers and though it was strict he quickly grew into his role there.
As life continued he began to really enjoy the fights as well as trainings and soon grew to rise above his class. He woke up everyday with an open mind to learn new techniques. After a few years of hand to hand combat training they tasked him with a new goal. When he turned 7 he was given a black tanto blade to practice with. Every morning he must wake up at the crack of dawn and for two hours kick the tree with the his foot. As the petals fell from the tree he would grab his tanto and attempt to slice a petal. At first he grew frustrated and was completely unsuccessful for about 2 weeks, but as the months went by he improved. He went from maybe 10 every day to ten per kick within seven months. As he continued to train he found it more and more difficult to grip the blade.He took this problem to the adults, but they gave him some strange proverb on a patient wolf and sent him away.
Everything continued in peace up until about a month before his birthday. It all happened on the 2nd moon of the harvest season deep in the middle of the night he heard the sounds of bickering coming from his Sensei’s room. He rubbed his eyes and wearily dragged towards the door. It was already cracked open, but as he went to go greet his sensei and comfort him he noticed a figure and his first instinct was it was an adult from the town, but something in his gut told him to stay put. As he watched the argument get more and more heated the stranger went for his sword. At this moment almost too quick for Kurois’ eyes, Sensei Roku cut the mans hands and while only a shallow cut the mystery man understood. The man then took his stuff screaming vulgarities as he left. Kuroi woke up the next day and went about his day as usual, but he could feel the uneasiness in Roku. As strict and oriental as he wanted to be, there was a lack with his mind so cloudy. Training went on as usual and nothing happened despite the young man’s uneasiness. Kuroi couldn't get any sleep after last night the worry that seeped into him as well.
He got up once more, this time to ask his sensei for guidance. Walking towards the door Roku seemed to be waiting for him. As he approached the door he was told to come in. Kuroi knew it wasn’t the smartest decision to go directly at the subject that was bothering him. So he simply said he couldn’t sleep. As Roku pondered this he came to the conclusion that Kuroi’s 8th birthday would be coming up and it was because of the anxiety that lied in him. In this dojo one doesn’t move up until they are nine and sometimes ten, but Kuroi’s talent would allow him to skip the extra year so he could stay competitive and interested.
Sensei said that he shouldn't worry too much and that it wouldn’t happen unless the staff was sure especially after the Sensei’s older brother, Kazuki, got killed from premature decisions. This happened when he was 16 and 20 year old Kazuki, although talented, may hae been pushed through the motions too quickly. The local nin recovered his body and the only thing recovered from the body for Roku was a Black Chisa Katana and the sheath. The sheath had been made by their mother for the occasion of Kazuki becoming a true nin. The Sensei reached for the sword on the table and showed it to Kuroi in all it’s glory. Kuroi in awe admired such fine craftsmanship. The Sensei proud of it basked in the glory of owning such a fine piece of work of course, but he couldn’t help but notice how intent Kuroi was on examining everything from the material to the meticulous shading done on the blade. He placed it the blade back on its stand in the middle of the table.
Just as he was going to thank the Sensei for departing such a personal story and taking the time to reassure him a sound of about twelve men rang out in unison, “Fire style: Fireball Jutsu.” In seconds the entire dojo was engulfed in flames. Other students were trapped or running into dead end in the hallways covered by flaming logs that was once the structure. In all the confusion two men busted through into sensei’s room. In the moment that Roku grabbed his sword he cut one down one of the intruders. Then only to be stabbed seconds later through the stomach grazing his lung as he tried to protect Kuroi from the second attacker. He attempted to wheeze run to young Kuroi, but Kuroi couldn’t run if he tried. Paralyzed by shock, grief,and fear his feet was like a truck in the ocean. Removing the sword from the dying sensei the murderer moved to finish off Kuroi, but just as he swung one of the staff made it in time. One-eyed Jinko came and blocked the sword with his gauntlet snapping the sword and then the murderer's neck. They then huddled around Sensei as he coughed and wheezed to all the staff to save the kids and take Kuroi to the village hidden in the clouds with Kazuki’s sword as a gift. With a smile on his face he passed. Jinko grabbed the sword and Kuroi and put both of them in a unscathed hut nearby which would become the place where all the students would be brought to.
As the students one by one continued to come in Kuroi couldn’t be bothered to pay attention to them. After everything that had been done all he could do is sit and cry grasping onto the sword and sheath with all his might. Simultaneously the staff began to take out deal with the fire and any stragglers from the attack while most had fled there were one or two who sadistically stayed back for killing. Jinko, being the fastest, transported the kids and the staff protected the kids. In the morning after they had a ceremony for those caught in the fire and for their beloved sensei, but things had to be done so repairs began that evening.
While Jinko was a very good fighter he knows he wasn’t equipped to deal with people and be a leader that was Sensei’s job. So he couldn’t rally them the way he used to so he simply helped in silence. About a month later everything was rebuilt, but the empty feeling was still there nonetheless.
They all had a clean and dry place to sleep though so nobody complained. After packing a few rations Jinko put one of the staff in charge while he transported Kuroi to the hidden cloud village. It wasn’t far, about a three day trip, but Jinko once more found himself unable to cheer even the almost 8 year old up. Kuroi didn’t want it and after much time of reflection he realized that the only reason he was so hurt was that his attachment to the man was far too great and he began to think that if you don’t have any attachment you will be free of the psychological pain. All he would ever need is to continue training and become a strong nin because that what he sensei probably wanted by sending him here. Though he wanted no more attachments he wanted to still honor his teacher and lifelong father figure.
As they arrived Jinko set up some things with a few connections they had and gave him a small apartment to live in. They spent a few days getting him set up with a few things like a bed a desk a mattress and a few outfits. After everything was set they walked around the village a few times to help him get familiar with the area and eat in a few spots. After a week goes by Kuroi now has a small place with a few pieces of furniture, toiletries, books, and food. As the week comes to the close Jinko reminds him that the dojo will always be open for him and weakly smiles as he leaves.
Freebies
(2) Releases
(2) Stances
Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Disillusioned
Rank: "C"
Skill: Combat Trait
Effect: The user's childhood has ended by a great disaster or atrocity that they witnessed.
Special: ---
Drawback: ---
Description: To cope with the horror, the user has learned to reflexively suppress all emotion. The user gains a +2 trait bonus on Saves against emotion and fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever the user performs a Jutsu that deals damage, they gain +10 Armour Points in damage to the total damage dealt. This damage is considered Force damage regardless of the type of damage dealt by the Jutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Lightning Techniques
Raiton no Jutsu (Lightning Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly.
Limit: ---
Charged Projectile
Rank: D
Skill: Ninjutsu
Effect: Charges a metal throwing projectile with lightning adding lightning damage.
Special: ---
Drawback: Can only do enough to slightly numb and paralyze (Only for a quarter of a post), if the user tries to make it stronger, it will end up backfiring and paralyzing their hand. Can only charge up to 5 slots at once
Description: The user holds as many kunai/shuriken, or metal projectile for that matter, as they can, up to 5 slots in their hands, and charges them with electricity. Extra lightning damage is added which will slightly paralyze or numb. The projectiles will shock the opponent weakly even if they don't make contact, but at least come close to.
Limit: Lightning release.
Raiton: Hirameki no Jutsu (Lightning Flash)
Rank: D
Skill: Ninjutsu
Effect: Causes a blinding flash that can disorientate enemies (up to 10m)
Special: Rat
Drawback: ---
Description:The user holds the rat handseal and closes their eyes, gathering chakra into them. The user then opens them suddenly, and emits an extremely bright flash from their eyes that can temporarily blind and/or disorientate enemies. The blinding effect usually lasts one turn.
Limit: Lightning Release
Zeus's Bolt
Rank: C Rank
Skill: Nin
Effect: The user is able to make a three foot long lightning bolt in their hand which they can throw at that opponent.
Special: None
Drawback: None
Description: By focusing chakra in the center of the palm the use is able to send lightning from the center of the palm to make a three foot long lightning bolt in their hand which is able to be thrown like a javelin.
Limit: Lightning Release Skill (Raiton no Jutsu).
Raiton • Raikou Yama No Jutsu [Lightning Release • Lightning Bullet]
Rank: D-Ranked
Skill: Ninjutsu
Effect: The users fingertips begin to glow a light blue as they fire off lightning bolts from the fingertips.
Special: Tiger, Serpent, Dragon
Drawback: After being used multiple times they begin to numb the user’s finger making it very difficult to use weapon’s such as Bows, Swords, or even Kunai. Can be trained multiple times to increase the amount of times that it is capable of using without making finger’s numb
Description: Once the user has performed the required handseals the user will outstretch his hands and his fingers. Chakra will be rapidly gathered their and suddenly each finger will begin to emit electricity. The user will then move their hands back and fling them forward releasing the Lightning Bullets at the opponent. The Bullet’s look like small marble-sized balls of lightning with is giving off a constant discharge. The balls travel as fast as a person can throw a kunai or shuriken.
Limit: Lightning Release
Fire Release Jutsu
Katon no Jutsu (Fire Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Fire Style: Hot Ash Breath.
Rank: C
Skill: Ninjutsu
Effect: Allows the user to expel hot ash from their mouth onto their targets to cause great burns to their body.
Special: Dog, Dragon, Boar, Tiger
Drawback: The User could easily be caught within the technique, burning himself within the hot ash. This technique does not discriminate between friend and foe. Only lasts for one post before diminishing into the air.
Description: User forms the needed hand seals and focuses chakra to their throat and mouth. Inhaling, the user releases a large wave of steaming hot black ash from their mouth, out towards the opponent. The ash quickly covers an area of 10 meters wide and 20 meters in front of them, leaving the hot ash in a 30 meter Cone expelling from the user, 8 feet high into the air, in about 1 second. This ash hinders all sight while active, except DouJutsu. However only remains within the air for one turn (6 Seconds). This ash upon contact, will instantly burn whoever is caught within, leaving second degree burns (B Rank Damage) along the effected body parts.
Limit: Fire Release
Taijutsu
Tsurutsuru Kobushi (Slippery Fist)
Rank: E
Skill: Taijutsu
Effect: A low stance that relies on upward motion and momentum.
Special: None
Drawback: Most of the user’s attacks are ground based, limiting their airborne range.
Description: A fairly underrated stance that was developed in Iwa sometime ago. Due to the crouched position the user must take to perform this, many ninjas and other interested people find it uncomfortable and unwieldy. This stance focuses on heavy movements based on focused momentum behind every blow. Users of this stance have found it helpful to wear shoes and gloves that slide easily on many surfaces, but still do not slide off of a target.
Limit: Universal TaiJutsu
Issukuntou Stance
Rank: E Rank
Skill: Taijutsu
Special: Taijutsu Stance
Effect: The ninja is able to utilise the Issukuntou offensive and defensive manoeuvres.
Description: The ninja is first taught to stand still, calm and learn to empty their thoughts. The ninja then raises their left arm up and curves it in front of the chest at nearly vertical but in a relaxed postion with the left hand in near the right shoulder palm down. Their right arm hangs loose by their side, with the right hand almost directly beneath the left hand palm up. The legs are placed in a bow stance, left leg forward pointing out and right leg back and angled 45 degrees outwards, knees bent slightly, placed roughly shoulder width apart. This is the basic stance of the Issukuntou
Limits: None
Updraft
Rank: C rank short range offensive(0-5m)
Skill: TaiJutsu
Effect: A three hit combo attack designed to knock a foe into the air and keep them there momentarily.
Special: No hand seals are required to perform TaiJutsu
Drawback: None
Description: The user rushes an opponent and performs a very fast back flip, aiming to kick the foe in the chin with one leg, then in the torso with the other to knock them into the air, followed by a swift uppercut to the chin or torso, depending on whether the foe dodged the first part of the attack, or whether they're in the air already. The speed of this technique is higher than normal because the momentum of a full speed run is transferred into the back flip, then into the upper cut; however it is C ranked because of the speed, and the skill required to maintain the momentum through the movements.
Limit: Universal TaiJutsu Technique
Shishi Rendan, 獅子連弾 (Lion Combo)
Rank: "C" Rank
Skill: TaiJutsu
Effect: A Technique that is similar to that of Front Lotus with great Variations towards the technique, and yet not as dangerous to where they launch an opponent in the air, using an amount of combos on the enemy forcing them down to the very ground.
Special: ---
Drawback: Must launch the user into the air.
Description: What occurs is that the user attacks the opponent to launch them up high into the air. As they do so the user jumps afterwards to form up ahead of the opponent. The user then quickly kicks to his left side of the opponent striking the opponent's chest like area, but this is used as a diversion. The first attack is used in order to be blocked as the user quickly does a backhand strike towards the opponent's face, then a one straight punch to the gut of the opponent which sends then towards the ground. The user then finishes with a spinning kick where the user slams their left heel against the center of the opponent just as both hit the ground. This technique however may be changed up slightly too where a user may hit another location of the body, but the initial true hit of the heel is what makes this the Lion Combo.
Limit: Must be a TaiJutsu Specialist.
Other:
Kawarimi no Jutsu (Body Switch Skill)
Rank: "E"
Skill: Ninjutsu
Effect: The Replacement technique. A technique where one quickly replaces their body with an animal or an object by making it seem like they were attacked, this usually distracts and confuses an enemy and create a chance to attack.
Special: ---
Drawback: A user may only switch with an object of similar size from the nearby area. A user must perform the jutsu ahead of time, and not within the same round they are attacking in. The Background must be explained correctly in order to perform. The user may not switch with an object on them, only something around them. The technique only works within a distance of five meters from the user. Objects changed may only be of at the most two feet in different fo size. A user may not perform this technique, and perform other techniques after because it gives out the position of the user. This technique does not work on area effect techniques that exceed the user's capabilities of performing Kawarimi no Jutsu (Body Switch Skill)
Description: The Kawarimi no Jutsu, allows a ninja to dodge attacks, whether they are weapons such as kunai, ninjutsu, taijutsu, or any other attack type. Coupled with other jutsu, it can be very effective in confusing your opponent, and catching them off-guard. The only downside, is it often takes a strategic mind to effectively utilize it, not that it can't be useful in the hands of an inexperienced ninja.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Jibaku Fuda: Kassei, 自爆札・活 (Exploding Tag: Activate)
Rank: "E" Rank
Skill: NinJutsu
Effect: A technique used to detonate Exploding Tags and items that resemble the tag.
Special: "One Hand Seal - Ram"
Drawback: User may perform this technique once per tag unless user utilizes more chakra. For every tag the user wishes to detonate the user must hold onto the ram handseal for an extra handseal movement. If user wishes to detonate 30 tags the user must hold onto the seal for 30 handseal movements.
Description: Utilizing chakra, the user is able to activate the explosion mechanism of a distant explosive tags. User focuses the chakra to a nearby tag and detonates it. User must put a piece of chakra into their tag first before detonating. User is unable to detonate tags that is not theirs.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Blood Limit: none
Height:6’5”
Weight: 230 lbs
Age: 17
Gender: Male
Alignment: Neutral Evil
Birth Country: Land of Lightning
Village: Hidden Cloud Village
Special: Ninjutsu Specialist, Taijutsu specialist, Genjutsu non-specialist, Clan non-specialist
Apparel
Pants
Rank: "C"
Type: Main, Slot Holder, 2 Slots, Clothing
Effect: Also known as trousers.
Special: ---
Drawback: ---
Description: Picture There are so many different types of pants, with different designs and colors. Trousers are an item of clothing worn from the waist to the ankles, covering both legs separately. Shorts are similar to trousers, but with legs that come down only to around the area of the knee, higher or lower depending on the style of the garment. To distinguish them from shorts, trousers may be called "long trousers" in certain contexts such as school uniform, where tailored shorts may be called "short trousers". Trousers have 4 Pockets, 2 on the front of each pant leg, and 2 at the back where the butt is located at. Each Pocket has the same amount of holding space as a half Pouch. A total of 4 Pouches can be stitched into the pants. 2 Pouches may be stitched at the top of the pants (1 per pant leg) while 2 may be stitched at the bottom (1 per pant leg). The ones at the bottom may only have Half Pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Robe
Rank: "C"
Type: Main, Slot Holder, 0 Slots,
Effect: A robe is a loose-fitting outer garment. Unlike garments described as capes or cloaks, robes usually have sleeves.
Special: ---
Drawback: ---
Description: A gown worn as part of the academic regalia of faculty or students, especially for ceremonial occasions, such as a convocations, congregations or graduations. A gown worn as part of the attire of a judge or barrister. A wide variety of long, flowing religious dress including pulpit robes and the robes worn by various types of monks. A gown worn as part of the official dress of a peer or royalty. Robes give a +10 to Sleight of Hand when worn. Robes can have special straps stitched in place, allowing the Robe to stay fluid and not be bogged down. 1 Robe may have up to 10 of these Straps. Each Strap may have up to 5 Half Pouches stitched in to keep objects inside.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 1,000 Ryo Each..
Vest, Tactical
Rank: "C"
Type: Main, Slot Holder, 16 Pouches, Vest
Effect: An overview vest normally worn by military style people. The vest is used to carry a plethora of items with ease of removal.
Special: ---
Drawback: ---
Description: Picture A vest that can hold up to 16 individual pouches. A Tactical Vest is a Modular Lightweight Load-Carrying Equipment attached around the user's upper and lower torso. The Equipment may be attached along both sides of the vest. The Tactical Vest is designed to effective in distributing its weight throughout the user's torso. It has a quick-release system to remove the vest in emergencies, meant to help an alley get to an injured body. Greater coverage of the lower back, side torso, and shoulders. Modular webbing system for pouches. The vest is donned and removed using a hook-and-pile "cummerbund," which fastens around the waist, and a buckle atop each shoulder.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 4,500 Ryo Each.
Shirt (Black)
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Shirts are clothing worn over the chest of a user's character.
Special: ---
Drawback: ---
Description: Shirts come in many different styles and colors. A shirt is a cloth garment for the upper body. Originally an undergarment worn exclusively by men and women it has become a catch-all term for a broad variety of upper-body garments and undergarments. In some countries a shirt is more specifically a garment with a collar, sleeves with cuffs, and a full vertical opening with buttons or snaps. A shirt can also be worn with a necktie under the shirt collar. Shirts have no slots and they have no areas to carry pouches.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 500 Ryo Each.
Handwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Handwear includes gloves worn over the hands.
Special: ---
Drawback: ---
Description: Handwear is a garment covering the whole hand. handwear has separate sheathes or openings for each finger and the thumb. Handwear protect and comfort hands against cold or heat, damage by friction, abrasion or chemicals, and disease; or in turn to provide a guard for what a bare hand should not touch. Latex, rubber or vinyl disposable gloves are often worn by health care professionals as hygiene and contamination protection measures. Handwear have no slots, but a Half Pouch can be applied along the inside of handwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Footwear
Rank: "C"
Type: Main, Slot Holder, 0 Slots, Clothing
Effect: Footwear can be worn on the feet of a person.
Special: ---
Drawback: ---
Description: Outer coverings for the feet, such as shoes, boots, and sandals. Footwear refers to garments worn on the feet, which originally serves to purpose of protection against adversities of the environment, usually regarding ground textures and temperature. Footwear in the manner of shoes therefore primarily serves the purpose to ease the locomotion and prevent injuries. Secondly footwear can also be used for fashion and adornment as well as to indicate the status or rank of the person within a social structure. Socks and other hosiery are typically worn additionally between the feet and other footwear for further comfort and relief. Cultures have different customs regarding footwear. These include not using any in some situations, usually bearing a symbolic meaning. Footwear have no slots, but a Half Pouch can be applied along the inside of footwear.
Limit: These type of items may be bought inside any Tailor Shop.
Cost: 600 Ryo per Pair.
Primary:
Black Kodachi
Sword, Short (Overview)
Rank: "C"
Type: Main, Piercing/Slashing, Sword
Effect: A weapon with a long metal blade and a hilt with a hand guard.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +6 Amour Points of Damage. A short sword is about 2 feet in length. Examples of Short Swords: Tanto, Baselard, Cinquedea, Gladius, Kodachi, Xiphos or even the Mechete.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,000 Ryo
Wire (Overview)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: Metal drawn out into the form of a thin flexible thread or rod.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. Wire is a single, usually cylindrical, flexible strand or rod of metal. Wires are used to bear mechanical loads and to carry electricity and telecommunications signals. Wire is commonly formed by drawing the metal through a hole in a die or draw plate. Standard sizes are determined by various wire gauges. When using Wire over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Wire under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 3,000 Ryo per Bundle, 200 Ryo per Meter
Greaves (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Greaves
Effect: A defensive and offensive armour used as a weapon or protection for the user's legs.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured leg protectors that allow the user to deal lethal damage with their legs as unarmed strikes. A strike with a greave is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with greaves on unless they remove the greaves completely.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Gauntlet (Overview)
Rank: "C"
Type: Main, Bludgeoning/Piercing/Slashing, Gauntlet
Effect: A defensive and offensive armour used as a weapon or protection for the user's arms.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +3 Amour Points of Damage. Metal or armoured gloves that allow the user to deal lethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The opponent cannot use a disarm action to disarm a user with gauntlets on unless they remove the gauntlets completely. Examples of Gauntlets: Brass Knuckles, Cestus, and Gauntlets.
Limit: These items may be bought inside any Weapon Shop.
Cost: 2,500 Ryo Each
Chain (Overview) (8m)
Rank: "C"
Type: Main, Slashing, Soft Weapon
Effect: A connected flexible series of metal links used for fastening or securing objects and pulling or supporting loads.
Special: ---
Drawback: ---
Description: A Two-Handed Weapon. These weapons do +4 Amour Points of Damage. A chain is a series of connected links which are typically made of metal. A chain may consist of two or more links. Chains are normally sold in Bundles. A bundle of Chain is 15 Meters. When using chains over 1.2 m (1 to 4 feet) they are treated as a 2-handed weapon. Chains under 1.2 m (1 to 4 feet) are treated as 1-handed weapons. If the user learns Wield Oversized Weapon the user is able to wield the weapon 1-handed.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,250 Ryo per Bundle, 350 Ryo per Meter
Secondary:
Kunai (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 2 per Slot, Piercing/Slashing, Knife
Description: A Light Weapon. These weapons do +4 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A kunai has a blade that is about less than 1 foot in length. The user gains a +10 bonus on Sleight of Hand Skill to conceal a knife on their body.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,000 Ryo per Slot, or 500 Ryo Each.
Shuriken, Hira (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 15 per Slot, Piercing, Shuriken
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 5 meters. Although they are thrown weapons, shuriken are quick and easy to draw, thus allowing the user to draw such weapons without the need of a movement. A shuriken can't be used as a melee weapon. Hira-shuriken are constructed from thin, flat plates of metal and generally resemble popular conceptions of shuriken.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,500 Ryo per Slot, or 100 Ryo Each.
Caltrops (Overview) (1 slot)
Rank: "C" Rank
Type: Secondary, 16 per Slot, Piercing, Caltrops
Effect: A spiked device thrown on the ground to impede characters.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +1 Amour Points of Damage. The Range Increment of this weapon is 5 meters. A caltrop is a 4-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. The user scatters caltrops on the ground in the hope that the opponent steps on them or at least forced to slow down to avoid them. 1 slot of caltrops cover an area 2 meter squared. Each time a creature moves into an area covered by caltrops or spends a round fighting while standing in an area, they may step on one. If the opponent steps on a caltrop the Caltrop deals 1 Armour Points of Damage, and the opponent's movements is reduced by 1/2 because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is treated with a First Aid: Healing Hard Check, or they are healed from minor wounds. A charging or running creature must immediately stop if it steps on a caltrop.
Limit: These items may be bought inside any Weapon Shop.
Cost: 1,600 Ryo per Slot, or 100 Ryo Each
Marbles (Small) (Overview) (1 slot)
Rank: "B" Rank
Type: Secondary, 50 per Slot, Bludgeoning, Ball
Effect: A small ball of colored glass or similar material used as a toy.
Special: ---
Drawback: ---
Description: A Light Weapon. These weapons do +2 Amour Points of Damage. The Range Increment of this weapon is 10 meters. Sphere weapons. Normally made from glass however they could be made out of harder materials such as steel. Commonly used as a toy, but also useful for checking slopes, or as a nondamaging alternative to caltrops. One Slot covers a 2 meter square area. Creatures moving through or fighting in the area could fall and remain prone for the rest of the round. Normally 1 inch (2.54 cm) in diameter.
Limit: These items may be bought inside any Weapon Shop.
Cost: 5,000 Ryo per Slot, or 100 Ryo Each.
Seeker Mine
Rank: "B"
Type: Secondary, 15 per Slot, Gadget, Mechanical, Mine
Effect: An electronic device housing Alchemical Pouches. The mine activates when a hostile is in range and chases the target.
Special: ---
Drawback: ---
Description: Picture Picture A housing container for Alchemical Pouches. The device is a sphere container with a detonator inside. On the side of the electrical device is a button, when pressed it primes the pouch and can sit and wait. The mine activates when a hostile is in range (30 meters) and chases the target for up to 2 rounds. Device chases by rolling on the ground at a rate of 5 meters per second. The device will detonate once it reaches maximum impact possibility. Detonation type depends on the Alchemical Pouch. To activate user must press the side button to prime the detonator before releasing it. The sensors is incapable of distinguishing between friend nor foe. Sensors however may be programmed to memorize the user's movements with a Difficult Technician Skill Check.
Limit: These items may be bought inside any Gadget Shop.
Cost: 7,500 Ryo per Slot, or 500 Ryo Each
Sonic Emitter
Rank: "S"
Type: Secondary, 15 per Slot, Gadget, Mechanical, Emitter
Effect: The Sonic Emitter sends out a high-pitched wailing sound to destroy windows or attract people within earshot.
Special: ---
Drawback: ---
Description: A small circular device that is the size of a pouch. The device can stick on any surface if needed. The Sonic Emitter has 2 settings; 1st setting is used against windows. When attached to a window it releases a high pitched sound that vibrates through the window. It takes 3 seconds to shatter the window from the high pitched sound/vibration. The pitch is so high that anyone within 20 meters of the device will become deaf from and nauseas for 1 round after the window shatters. 2nd setting releases a distractive sound to try and lure anyone within ear's reach.
Limit: These type of items may be bought inside any Gadget Shop with a 20% chance.
Cost: 12,000 Ryo per Slot, 800 Ryo Each.
Personality:
Kuroi Inazuma is a wary character so he often comes off as anti-social, but he is just much too lazy to be bothered with relationships of any form. He rarely views others as his equal so he often secludes himself from the others to avoid the baggage. He never feels the need to respect anyone else, but he won’t mind submitting to those who hold more power. He is strategic to understand his place and slowly grow above the ones above himl. He never really seen the value of anything, but his personal aspirations. He has what most would describe as a twisted perception because he openly values himself above others while he believes other values themselves above others in secret.
He is very simple he wouldn’t consider anything happening to others whether it be good or bad to any importance. He sees it as good or bad luck even if he is the one to commit the grievances. For instance if you irk him on a bad day, well that’s your misfortune. A misfortune that could have been avoided of course, but a misfortune nonetheless. He can kill, but rather not deal with the repercussions so he relaxes and keeps his distance.
While he is lazy he is a very determined to stay a cut above the rest. He understands that hard work in private will save public humiliation and more and importantly he won’t have to listen to many others because they’ll be much too weak to compete. His laziness is under the same idea of a household that is kept clean won’t have to get cleaned and will only need slight adjustments. For this reason he may be found in certain areas training alone. His gift has never stopped him from working hard to increase his abilities.
Appearance:
Kuroi has a light brown complexion. His eyes are hazel, reminiscent of a coffee much to sweet. He has a triangular face paired with rather small ears and very acute eyes. He has two slashes in his eyebrows going left diagonally. Hisl workouts has kept him relatively built and muscular. He keeps his hair tied into tight, but smooth box braids that fall to about his hair in a jet black color. He keeps the ones in the front shorter so they won't interfere with his eyesight. He keeps golden hair clips on them.
He wears a white robe coat adjusted with slight markings of red lightning and under he wears a short sleeve black T-shirt. He wears pants at all times unless he is getting in the water or doing training with it. His wrist to his hands are wrapped but he keeps his fingertips open similar Rock Lee. Otherwise even on a boiling hot day he will wear pants with a leg pouch attached. He prefers to wear black, but will wear white pants on a hotter day. He wears the standard shoewear found for all nin.
If he has to go for a mission he wears a black flak jacket.He doesn’t have a forehead protector yet, but once he does he plans to keep it on his left arm. Though if he is getting serious he will put it on his forehead. He may also wear fingerless black gloves on a mission. He has drawn the ying-yang inside of the shoe to represent complete balance. He also did this so he knows which one is his left from his right.
He has keeps a Black Kodachi on his back. It has his last name “稲妻” inscribed in white on the left slide starting at the guard. The guard has two wolves with appearance of following each other and outlined with metal. The grip is a standard diamond design made of cotton. The sheath is a very lustrous black with gold finishes at both ends.
Background:
Born into a single parent household after his mother passed from childbirth. With his father always working in construction it was often him alone growing up. During the first years he was slightly malnourished due to his father not being able to physically be there for him and having to focus on work. So after this he was sent to live in the dojo and his father would periodically send him the necessary money to continue to live there in peace. With this new change Kuroi began to grow very fond of the teachers and his peers and though it was strict he quickly grew into his role there.
As life continued he began to really enjoy the fights as well as trainings and soon grew to rise above his class. He woke up everyday with an open mind to learn new techniques. After a few years of hand to hand combat training they tasked him with a new goal. When he turned 7 he was given a black tanto blade to practice with. Every morning he must wake up at the crack of dawn and for two hours kick the tree with the his foot. As the petals fell from the tree he would grab his tanto and attempt to slice a petal. At first he grew frustrated and was completely unsuccessful for about 2 weeks, but as the months went by he improved. He went from maybe 10 every day to ten per kick within seven months. As he continued to train he found it more and more difficult to grip the blade.He took this problem to the adults, but they gave him some strange proverb on a patient wolf and sent him away.
Everything continued in peace up until about a month before his birthday. It all happened on the 2nd moon of the harvest season deep in the middle of the night he heard the sounds of bickering coming from his Sensei’s room. He rubbed his eyes and wearily dragged towards the door. It was already cracked open, but as he went to go greet his sensei and comfort him he noticed a figure and his first instinct was it was an adult from the town, but something in his gut told him to stay put. As he watched the argument get more and more heated the stranger went for his sword. At this moment almost too quick for Kurois’ eyes, Sensei Roku cut the mans hands and while only a shallow cut the mystery man understood. The man then took his stuff screaming vulgarities as he left. Kuroi woke up the next day and went about his day as usual, but he could feel the uneasiness in Roku. As strict and oriental as he wanted to be, there was a lack with his mind so cloudy. Training went on as usual and nothing happened despite the young man’s uneasiness. Kuroi couldn't get any sleep after last night the worry that seeped into him as well.
He got up once more, this time to ask his sensei for guidance. Walking towards the door Roku seemed to be waiting for him. As he approached the door he was told to come in. Kuroi knew it wasn’t the smartest decision to go directly at the subject that was bothering him. So he simply said he couldn’t sleep. As Roku pondered this he came to the conclusion that Kuroi’s 8th birthday would be coming up and it was because of the anxiety that lied in him. In this dojo one doesn’t move up until they are nine and sometimes ten, but Kuroi’s talent would allow him to skip the extra year so he could stay competitive and interested.
Sensei said that he shouldn't worry too much and that it wouldn’t happen unless the staff was sure especially after the Sensei’s older brother, Kazuki, got killed from premature decisions. This happened when he was 16 and 20 year old Kazuki, although talented, may hae been pushed through the motions too quickly. The local nin recovered his body and the only thing recovered from the body for Roku was a Black Chisa Katana and the sheath. The sheath had been made by their mother for the occasion of Kazuki becoming a true nin. The Sensei reached for the sword on the table and showed it to Kuroi in all it’s glory. Kuroi in awe admired such fine craftsmanship. The Sensei proud of it basked in the glory of owning such a fine piece of work of course, but he couldn’t help but notice how intent Kuroi was on examining everything from the material to the meticulous shading done on the blade. He placed it the blade back on its stand in the middle of the table.
Just as he was going to thank the Sensei for departing such a personal story and taking the time to reassure him a sound of about twelve men rang out in unison, “Fire style: Fireball Jutsu.” In seconds the entire dojo was engulfed in flames. Other students were trapped or running into dead end in the hallways covered by flaming logs that was once the structure. In all the confusion two men busted through into sensei’s room. In the moment that Roku grabbed his sword he cut one down one of the intruders. Then only to be stabbed seconds later through the stomach grazing his lung as he tried to protect Kuroi from the second attacker. He attempted to wheeze run to young Kuroi, but Kuroi couldn’t run if he tried. Paralyzed by shock, grief,and fear his feet was like a truck in the ocean. Removing the sword from the dying sensei the murderer moved to finish off Kuroi, but just as he swung one of the staff made it in time. One-eyed Jinko came and blocked the sword with his gauntlet snapping the sword and then the murderer's neck. They then huddled around Sensei as he coughed and wheezed to all the staff to save the kids and take Kuroi to the village hidden in the clouds with Kazuki’s sword as a gift. With a smile on his face he passed. Jinko grabbed the sword and Kuroi and put both of them in a unscathed hut nearby which would become the place where all the students would be brought to.
As the students one by one continued to come in Kuroi couldn’t be bothered to pay attention to them. After everything that had been done all he could do is sit and cry grasping onto the sword and sheath with all his might. Simultaneously the staff began to take out deal with the fire and any stragglers from the attack while most had fled there were one or two who sadistically stayed back for killing. Jinko, being the fastest, transported the kids and the staff protected the kids. In the morning after they had a ceremony for those caught in the fire and for their beloved sensei, but things had to be done so repairs began that evening.
While Jinko was a very good fighter he knows he wasn’t equipped to deal with people and be a leader that was Sensei’s job. So he couldn’t rally them the way he used to so he simply helped in silence. About a month later everything was rebuilt, but the empty feeling was still there nonetheless.
They all had a clean and dry place to sleep though so nobody complained. After packing a few rations Jinko put one of the staff in charge while he transported Kuroi to the hidden cloud village. It wasn’t far, about a three day trip, but Jinko once more found himself unable to cheer even the almost 8 year old up. Kuroi didn’t want it and after much time of reflection he realized that the only reason he was so hurt was that his attachment to the man was far too great and he began to think that if you don’t have any attachment you will be free of the psychological pain. All he would ever need is to continue training and become a strong nin because that what he sensei probably wanted by sending him here. Though he wanted no more attachments he wanted to still honor his teacher and lifelong father figure.
As they arrived Jinko set up some things with a few connections they had and gave him a small apartment to live in. They spent a few days getting him set up with a few things like a bed a desk a mattress and a few outfits. After everything was set they walked around the village a few times to help him get familiar with the area and eat in a few spots. After a week goes by Kuroi now has a small place with a few pieces of furniture, toiletries, books, and food. As the week comes to the close Jinko reminds him that the dojo will always be open for him and weakly smiles as he leaves.
Freebies
(2) Releases
(2) Stances
Blink
Rank: "B"
Skill: Chakra Trait
Effect: The user can teleport a brief distance.
Special: ---
Drawback: ---
Description: The user has experienced or traveled through different planes of existence at a young age, and so formed an attunement with the fabric of space. Once per day per class level, the user may teleport 3 meters per Class Level in any direction. The blink teleport may be used in the air or underwater, but it doesn't teleport the user through or into solid spaces unless the user is incorporeal. This brief teleportation takes a weaving movement to use but is an instantaneous action. This trait replaces 2 Freebies.
Limit: Must start with Character; replaces 2 Freebies.
Able Learner
Rank: "C"
Skill: Social Trait
Effect: The user has great aptitude for learning.
Special: ---
Drawback: ---
Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls.
Limit: Must start with Character; replaces 2 Freebies.
Disillusioned
Rank: "C"
Skill: Combat Trait
Effect: The user's childhood has ended by a great disaster or atrocity that they witnessed.
Special: ---
Drawback: ---
Description: To cope with the horror, the user has learned to reflexively suppress all emotion. The user gains a +2 trait bonus on Saves against emotion and fear effects. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Havoc of the Society
Rank: "C"
Skill: Chakra Trait
Effect: Through countless hours studying vast libraries of Chakra power, they have learned how to cause greater damage to their foes.
Special: ---
Drawback: ---
Description: Whenever the user performs a Jutsu that deals damage, they gain +10 Armour Points in damage to the total damage dealt. This damage is considered Force damage regardless of the type of damage dealt by the Jutsu. This trait replaces 1 Freebies.
Limit: Must start with Character; replaces 1 Freebies.
Lightning Techniques
Raiton no Jutsu (Lightning Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Lightning. This means that any NinJutsu or specialized TaiJutsu that deals the Lightning Release will need this in order to be performed correctly.
Limit: ---
Charged Projectile
Rank: D
Skill: Ninjutsu
Effect: Charges a metal throwing projectile with lightning adding lightning damage.
Special: ---
Drawback: Can only do enough to slightly numb and paralyze (Only for a quarter of a post), if the user tries to make it stronger, it will end up backfiring and paralyzing their hand. Can only charge up to 5 slots at once
Description: The user holds as many kunai/shuriken, or metal projectile for that matter, as they can, up to 5 slots in their hands, and charges them with electricity. Extra lightning damage is added which will slightly paralyze or numb. The projectiles will shock the opponent weakly even if they don't make contact, but at least come close to.
Limit: Lightning release.
Raiton: Hirameki no Jutsu (Lightning Flash)
Rank: D
Skill: Ninjutsu
Effect: Causes a blinding flash that can disorientate enemies (up to 10m)
Special: Rat
Drawback: ---
Description:The user holds the rat handseal and closes their eyes, gathering chakra into them. The user then opens them suddenly, and emits an extremely bright flash from their eyes that can temporarily blind and/or disorientate enemies. The blinding effect usually lasts one turn.
Limit: Lightning Release
Zeus's Bolt
Rank: C Rank
Skill: Nin
Effect: The user is able to make a three foot long lightning bolt in their hand which they can throw at that opponent.
Special: None
Drawback: None
Description: By focusing chakra in the center of the palm the use is able to send lightning from the center of the palm to make a three foot long lightning bolt in their hand which is able to be thrown like a javelin.
Limit: Lightning Release Skill (Raiton no Jutsu).
Raiton • Raikou Yama No Jutsu [Lightning Release • Lightning Bullet]
Rank: D-Ranked
Skill: Ninjutsu
Effect: The users fingertips begin to glow a light blue as they fire off lightning bolts from the fingertips.
Special: Tiger, Serpent, Dragon
Drawback: After being used multiple times they begin to numb the user’s finger making it very difficult to use weapon’s such as Bows, Swords, or even Kunai. Can be trained multiple times to increase the amount of times that it is capable of using without making finger’s numb
Description: Once the user has performed the required handseals the user will outstretch his hands and his fingers. Chakra will be rapidly gathered their and suddenly each finger will begin to emit electricity. The user will then move their hands back and fling them forward releasing the Lightning Bullets at the opponent. The Bullet’s look like small marble-sized balls of lightning with is giving off a constant discharge. The balls travel as fast as a person can throw a kunai or shuriken.
Limit: Lightning Release
Fire Release Jutsu
Katon no Jutsu (Fire Release Skill)
Rank: "C"
Skill: NinJutsu
Effect: ---
Special: ---
Drawback: ---
Description: With this skill, or release, the user is now capable of using, and performing techniques that deal with the element of Fire. This means that any NinJutsu or specialized TaiJutsu that deals the Fire Release will need this in order to be performed correctly.
Limit: ---
Heat Mastery, when a user reaches to a point where they gain the full potential and understanding of fire and Heat the user is capable of many things. A technique such as this is a mastery of all Fire Techniques to where they do not have to worry about Minor Burns.
Fire Style: Hot Ash Breath.
Rank: C
Skill: Ninjutsu
Effect: Allows the user to expel hot ash from their mouth onto their targets to cause great burns to their body.
Special: Dog, Dragon, Boar, Tiger
Drawback: The User could easily be caught within the technique, burning himself within the hot ash. This technique does not discriminate between friend and foe. Only lasts for one post before diminishing into the air.
Description: User forms the needed hand seals and focuses chakra to their throat and mouth. Inhaling, the user releases a large wave of steaming hot black ash from their mouth, out towards the opponent. The ash quickly covers an area of 10 meters wide and 20 meters in front of them, leaving the hot ash in a 30 meter Cone expelling from the user, 8 feet high into the air, in about 1 second. This ash hinders all sight while active, except DouJutsu. However only remains within the air for one turn (6 Seconds). This ash upon contact, will instantly burn whoever is caught within, leaving second degree burns (B Rank Damage) along the effected body parts.
Limit: Fire Release
Taijutsu
Tsurutsuru Kobushi (Slippery Fist)
Rank: E
Skill: Taijutsu
Effect: A low stance that relies on upward motion and momentum.
Special: None
Drawback: Most of the user’s attacks are ground based, limiting their airborne range.
Description: A fairly underrated stance that was developed in Iwa sometime ago. Due to the crouched position the user must take to perform this, many ninjas and other interested people find it uncomfortable and unwieldy. This stance focuses on heavy movements based on focused momentum behind every blow. Users of this stance have found it helpful to wear shoes and gloves that slide easily on many surfaces, but still do not slide off of a target.
Limit: Universal TaiJutsu
Issukuntou Stance
Rank: E Rank
Skill: Taijutsu
Special: Taijutsu Stance
Effect: The ninja is able to utilise the Issukuntou offensive and defensive manoeuvres.
Description: The ninja is first taught to stand still, calm and learn to empty their thoughts. The ninja then raises their left arm up and curves it in front of the chest at nearly vertical but in a relaxed postion with the left hand in near the right shoulder palm down. Their right arm hangs loose by their side, with the right hand almost directly beneath the left hand palm up. The legs are placed in a bow stance, left leg forward pointing out and right leg back and angled 45 degrees outwards, knees bent slightly, placed roughly shoulder width apart. This is the basic stance of the Issukuntou
Limits: None
Updraft
Rank: C rank short range offensive(0-5m)
Skill: TaiJutsu
Effect: A three hit combo attack designed to knock a foe into the air and keep them there momentarily.
Special: No hand seals are required to perform TaiJutsu
Drawback: None
Description: The user rushes an opponent and performs a very fast back flip, aiming to kick the foe in the chin with one leg, then in the torso with the other to knock them into the air, followed by a swift uppercut to the chin or torso, depending on whether the foe dodged the first part of the attack, or whether they're in the air already. The speed of this technique is higher than normal because the momentum of a full speed run is transferred into the back flip, then into the upper cut; however it is C ranked because of the speed, and the skill required to maintain the momentum through the movements.
Limit: Universal TaiJutsu Technique
Shishi Rendan, 獅子連弾 (Lion Combo)
Rank: "C" Rank
Skill: TaiJutsu
Effect: A Technique that is similar to that of Front Lotus with great Variations towards the technique, and yet not as dangerous to where they launch an opponent in the air, using an amount of combos on the enemy forcing them down to the very ground.
Special: ---
Drawback: Must launch the user into the air.
Description: What occurs is that the user attacks the opponent to launch them up high into the air. As they do so the user jumps afterwards to form up ahead of the opponent. The user then quickly kicks to his left side of the opponent striking the opponent's chest like area, but this is used as a diversion. The first attack is used in order to be blocked as the user quickly does a backhand strike towards the opponent's face, then a one straight punch to the gut of the opponent which sends then towards the ground. The user then finishes with a spinning kick where the user slams their left heel against the center of the opponent just as both hit the ground. This technique however may be changed up slightly too where a user may hit another location of the body, but the initial true hit of the heel is what makes this the Lion Combo.
Limit: Must be a TaiJutsu Specialist.
Other:
Kawarimi no Jutsu (Body Switch Skill)
Rank: "E"
Skill: Ninjutsu
Effect: The Replacement technique. A technique where one quickly replaces their body with an animal or an object by making it seem like they were attacked, this usually distracts and confuses an enemy and create a chance to attack.
Special: ---
Drawback: A user may only switch with an object of similar size from the nearby area. A user must perform the jutsu ahead of time, and not within the same round they are attacking in. The Background must be explained correctly in order to perform. The user may not switch with an object on them, only something around them. The technique only works within a distance of five meters from the user. Objects changed may only be of at the most two feet in different fo size. A user may not perform this technique, and perform other techniques after because it gives out the position of the user. This technique does not work on area effect techniques that exceed the user's capabilities of performing Kawarimi no Jutsu (Body Switch Skill)
Description: The Kawarimi no Jutsu, allows a ninja to dodge attacks, whether they are weapons such as kunai, ninjutsu, taijutsu, or any other attack type. Coupled with other jutsu, it can be very effective in confusing your opponent, and catching them off-guard. The only downside, is it often takes a strategic mind to effectively utilize it, not that it can't be useful in the hands of an inexperienced ninja.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.
Jibaku Fuda: Kassei, 自爆札・活 (Exploding Tag: Activate)
Rank: "E" Rank
Skill: NinJutsu
Effect: A technique used to detonate Exploding Tags and items that resemble the tag.
Special: "One Hand Seal - Ram"
Drawback: User may perform this technique once per tag unless user utilizes more chakra. For every tag the user wishes to detonate the user must hold onto the ram handseal for an extra handseal movement. If user wishes to detonate 30 tags the user must hold onto the seal for 30 handseal movements.
Description: Utilizing chakra, the user is able to activate the explosion mechanism of a distant explosive tags. User focuses the chakra to a nearby tag and detonates it. User must put a piece of chakra into their tag first before detonating. User is unable to detonate tags that is not theirs.
Limit: An academy Jutsu that all is capable of performing if they wish to do so.